Files
test/source/blender/gpu/GPU_uniform_buffer.h
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

56 lines
1.6 KiB
C

/* SPDX-FileCopyrightText: 2005 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Uniform buffers API. Used to handle many uniforms update at once.
* Make sure that the data structure is compatible with what the implementation expect.
* (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
* layout)
* Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
* aligned .
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct ListBase;
/** Opaque type hiding blender::gpu::UniformBuf. */
typedef struct GPUUniformBuf GPUUniformBuf;
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
/**
* Create UBO from inputs list.
* Return NULL if failed to create or if \param inputs: is empty.
*
* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
*/
GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
void GPU_uniformbuf_free(GPUUniformBuf *ubo);
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
void GPU_uniformbuf_bind_as_ssbo(GPUUniformBuf *ubo, int slot);
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
void GPU_uniformbuf_unbind_all(void);
void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo);
#define GPU_UBO_BLOCK_NAME "node_tree"
#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "unf_attrs"
#define GPU_LAYER_ATTRIBUTE_UBO_BLOCK_NAME "drw_layer_attrs"
#ifdef __cplusplus
}
#endif